#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;


struct BHXJVertex
{
    vec3 vertex;
    vec3 normal;
    vec2 texcoord;
};
in BHXJVertex vs_out[];


void main()
{
    for(int i=0;i<3;++i)
    {
        vec3 normal=vs_out[i].normal;
        gl_Position = gl_in[i].gl_Position;
        EmitVertex();
        gl_Position = gl_Position + vec4(normal, 0) * 0.02f;
        EmitVertex();
        EndPrimitive();
    }
}
